uniform extern float4x4 gWVP;

struct OutputVS {
    float4 posH   : POSITION0;
	float4 col0   : COLOR0;
};

OutputVS HexVS(float4 posL : POSITION0,float4 col0: COLOR0) {
	OutputVS outVS = (OutputVS)0;	
	outVS.posH = posL;
	outVS.col0 = col0; 
    return outVS;
}

float4 HexPS(float4 col0: COLOR0) : COLOR {    
	return col0;
	//return float4(1.0,0.0,0.0,1.0);
}

technique HexTech {
    pass P0 {
        vertexShader = compile vs_2_0 HexVS();
        pixelShader  = compile ps_2_0 HexPS();
    }
}
